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  • © 2004

Life-Like Characters

Tools, Affective Functions, and Applications

  • A reference book on scripting/representation languages for life-like characters
  • Includes in-depth descriptions of the most relevant applications
  • Includes supplementary material: sn.pub/extras

Part of the book series: Cognitive Technologies (COGTECH)

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Table of contents (20 chapters)

  1. Front Matter

    Pages I-XI
  2. Introduction

    1. Front Matter

      Pages 1-1
    2. Introducing the Cast for Social Computing: Life-Like Characters

      • Helmut Prendinger, Mitsuru Ishizuka
      Pages 3-16
  3. Languages and Tools for Life-Like Characters

    1. Front Matter

      Pages 17-17
    2. Representing and Parameterizing Agent Behaviors

      • Jan Allbeck, Norm Badler
      Pages 19-38
    3. Toward a Unified Scripting Language: Lessons Learned from Developing CML and AML

      • Yasmine Arafa, Kaveh Kamyab, Ebrahim Mamdani
      Pages 39-63
    4. APML, a Markup Language for Believable Behavior Generation

      • Berardina De Carolis, Catherine Pelachaud, Isabella Poggi, Mark Steedman
      Pages 65-85
    5. STEP: a Scripting Language for Embodied Agents

      • Zhisheng Huang, Anton Eliëns, Cees Visser
      Pages 87-109
    6. gUI: Specifying Complete User Interaction

      • Andrew Marriott, Simon Beard
      Pages 111-134
    7. A Behavior Language: Joint Action and Behavioral Idioms

      • Michael Mateas, Andrew Stern
      Pages 135-161
    8. BEAT: the Behavior Expression Animation Toolkit

      • Justine Cassell, Hannes Högni Vilhjálmsson, Timothy Bickmore
      Pages 163-185
    9. Galatea: Open-Source Software for Developing Anthropomorphic Spoken Dialog Agents

      • Shin-ichi Kawamoto, Hiroshi Shimodaira, Tsuneo Nitta, Takuya Nishimoto, Satoshi Nakamura, Katsunobu Itou et al.
      Pages 187-211
    10. MPML and SCREAM: Scripting the Bodies and Minds of Life-Like Characters

      • Helmut Prendinger, Santi Saeyor, Mitsuru Ishizuka
      Pages 213-242
  4. Systems and Applications

    1. Front Matter

      Pages 243-243
    2. Shallow and Inner Forms of Emotional Intelligence in Advisory Dialog Simulation

      • Fiorella de Rosis, Berardina De Carolis, Valeria Carofiglio, Sebastiano Pizzutilo
      Pages 271-294
    3. Expressive Behaviors for Virtual Worlds

      • Stacy Marsella, Jonathan Gratch, Jeff Rickel
      Pages 317-360
    4. Playing with Agents — Agents in Social and Dramatic Games

      • Ana Paiva, Rui Prada, Isabel Machado, Carlos Martinho, Marco Vala, André Silva
      Pages 361-376
    5. A Review of the Development of Embodied Presentation Agents and Their Application Fields

      • Thomas Rist, Elisabeth André, Stephan Baldes, Patrick Gebhard, Martin Klesen, Michael Kipp et al.
      Pages 377-404

About this book

Life-like characters is one of the most exciting technologies for human-computer interface applications today. They convincingly take the roles of virtual presenters, synthetic actors and sales personas, teammates and tutors. A common characteristic underlying their life-likeness or believability as virtual conversational partners is computational models that provide them with affective functions such as synthetic emotions and personalities and implement human interactive behavior. The wide dissemination of life-like characters in multimedia systems, however, will greatly depend on the availability of control languages and tools that facilitate scripting of intelligent conversational behaviour. This book presents the first comprehensive collection of the latest developments in scripting and representation languages for life-like characters, rounded off with an in-depth comparison and synopsis of the major approaches. Introducing toolkits for authoring animated characters further supports the ease of use of this new interface technology.

Life-like characters being a vibrant research area, various applications have been designed and implemented. This book offers coverage of the most successful and promising applications, ranging from product presentation and student training to knowledge integration and interactive gaming. It also discusses the key challenges in the area and provides design guidelines for employing life-like characters.

Editors and Affiliations

  • Dept. of Information and Communication Engineering, Graduate School of Information Science and Technology, University of Tokyo, Tokyo, Japan

    Helmut Prendinger, Mitsuru Ishizuka

Bibliographic Information

  • Book Title: Life-Like Characters

  • Book Subtitle: Tools, Affective Functions, and Applications

  • Editors: Helmut Prendinger, Mitsuru Ishizuka

  • Series Title: Cognitive Technologies

  • DOI: https://doi.org/10.1007/978-3-662-08373-4

  • Publisher: Springer Berlin, Heidelberg

  • eBook Packages: Springer Book Archive

  • Copyright Information: Springer-Verlag Berlin Heidelberg 2004

  • Hardcover ISBN: 978-3-540-00867-5Published: 24 November 2003

  • Softcover ISBN: 978-3-642-05655-0Published: 22 October 2010

  • eBook ISBN: 978-3-662-08373-4Published: 09 March 2013

  • Series ISSN: 1611-2482

  • Series E-ISSN: 2197-6635

  • Edition Number: 1

  • Number of Pages: XII, 480

  • Topics: User Interfaces and Human Computer Interaction, Artificial Intelligence, Computer Graphics, Media Design

Buy it now

Buying options

eBook USD 129.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access